So you'd come close to doubling your pop growth/district additions, as opposed to a singular city that can only gain districts/pop at an extremely throttled rate. You'll lose the infrastructure incomes from the feeder, but get the districts/pop. I suspect the only "advantage" to merging might lay in making feeder cities, whose only purpose is to feed into your mega city. To the point that even going full production build, you still end up with ~3-5 turns to build districts. AugHumankind Aside from the highly valuable physical resources like.A big city would probably overtake two small, once it hit a critical mass for making more districts, but the game explicitly increases district cost after each district built. In the stadia open dev version quarters cost is based upon how many quarters the city have already built, so building 5 quarters in two separate cities and then merging the cities together may be cheaper than merge first and then build the quarters, assuming merge cost is not directly based on quarters each city own. 3 min read Humankind Influence Guide: Settlements, Civics, Wonders & More Influencer.Two cities > one city, all things being equal, because of the big bonuses that you get from infrastructure buildings. An in the game UI how does one merge cities?Īs far as I have been able to tell, the game seems to go well out of it's way to make "going tall" difficult. Is 'creating insane metropolises' good or bad? Could you elaborate a bit. Side effect: creating insane metropolises Originally posted by SirKnechtalot:purpose: going below your city cap again
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